Wednesday, 22 October 2014

Little_Lano Talks About: WarmaHordes, Thornfall Battlebox Tactics

Hello!!
Welcome back to my NEW blog, as I mentioned before, previous bosses being dicks etc, blah blah bollocks talks.

Let's get it started, today, while I'm sitting on the train, we are going to talk about MOTHER FUCKING PIGS WITH SHOTGUNS!!!!!!

Thornfall Alliance. 
Now, since these guys aren't a proper army, they don't have access to a Battlebox "starter set" as you will.
But for those who do want to shell out £60 odd, you do have the option of some very expensive bacon.

Now let's look at the components and how they function.

Lord Fucking Carver, The Bringer of the Most Massive Fucking Destruction, Esquire the Third.  Abbreviated to Lord Carver, BMMD, EsqIII.


So Lord Carver, what does this guy do, other than carry around a massive Phallic Symbol and a Shotgun? Well to be brutally honest... Not much. He is by far our most versatile Caster. But you WILL be in two minds on HOW to play him. His spell list leads to some interesting plays, and depending on which ones you favour, you'll be using him differently. 
Firstly, Batten Down the Hatches. At Cost   3, this will take up 50% of your Fury, but it is well worth it. At the cost of -2Def, you gain +3Arm and you can't be knocked down. This turns our Arm17 Gunboar, and Arm18 Warhog into Arm20/21 walking Tanks. More on that later, but you can already see the uses this brings.  Farrow Warbeasts are easily hit, bringing them to Def10 but watch your opponent forced to boost damage. On average 2d6 dice rolls, the weapon power needs to be 14/15 to scratch! That's a lot higher than MOST infantry weapons.
The next most useful *in my opinion* is Mobility. Cost 2, it gives everyone in the battle group +2Spd and Pathfinder.  Gun boars can run 14" and your Warhog is now a respectable Spd6.  Immensely important for such a slow faction. Needless to say, there is little else I need to explain. 
Next is Quagmire. Now this spell can save face mid-late game. Once your beasts have hit the front line, Mobility is pretty pointless unless you need your beasts to rapidly redeploy.  I believe this is your next port of call. When in base to base with target friendly model/unit, your opponent suffers -2Def and can't move except to change facing.  Put onto your Warhog mid game and he's effective Mat8. The most efficient way I use it is to slap it onto a Gunboar, and then run that boar onto an opposing heavy or threat, he can't move that model which will buy you a turn.  The uses are endless, and I will explain more as I get to more units.
Lastly, Rift. It's expensive, but it still has it's uses. Some people use this every turn. Mainly, to impede opposition movement, **WELL DURRRP** can be helpful getting rid of pesky Incorporeal solos. 
AND AND AND, let's not forget, he has a POW15, Reach, Magical, HUGE fucking sword. With a Shotgun, let's not forget the Shotgun. Can do a Double Barrel special attack but if you are having to resort to using this shotgun, something has gone terribly wrong!
His Feat... Plain and simple, everything in his control area gets Overtake and an Addition dice for melee damage. Simple, pop feat, smash shit, done. 

Warhog

The good old Warhog. Nothing to say about him.
He's SPD4, so he's a little slow, but Arm18 is fairly decent. Now under Carver with Batten Down the Hatches and Mobility... Yea... This guy is quick and he's lethal.
His only schenanigan is his Agression Dial. Forced once, he gains +2Str but takes d3 damage. Force him 4 times and he has a P+S 23 Gore attack and two P+S 24 Axes. Nasty, but you are taking damage while doing it!
Also don't forget, force him too far and he may lose an aspect, specially since his Mind is particularly low.
Secondly, every force he takes d3, meaning when he is finished smashing the shit out what ever he's attacking, and believe me, he WILL but fuck something, he's going to be on the receiving end next. That d3 or 2d3 that you just took may have lost you your Warhog. 
THIRDLY! Forcing to gain +2str, or force for another attack? You COULD roll that double 6 three times in a row... Or you could go for the certain pure damage... It's a judgement call.
If you 'MathHammer' it out, Arm18 go for at -2, anything higher you are better forcing for more strength. Every situation is different, but that's my normal philosophy. 

Gunboar x2


I have a saying, Gunboars aren't fun boars.
They are ok, pillow fisted, high armoured tanks. Under Carver's spells they do ok. But don't expect a high damage output. Their animi although, does allow Carver to play more aggressively and punish anyone who choses to pursue him.  Or allows the Gunboar itself to hold infantry at bay. 
And that's all they should be used for, use them as speed bumps for your opponent to have to deal with before your Warhog smashes shit, set your Warhog up for a charge next turn, then put the Gunboars in front so he's safe. Being Arm20 under Batten Down the Hatches, these pillow fisted Ham Joints can take a lot of punishment!

That's the Battlebox for Farrow/Thornfall explained. Hope it was useful, and next time, il explain how to proceed to the next level which is 15pts.

Thanks peeps!!!




No comments:

Post a Comment